Closers In-depth Guide to the latest PNA System

Closers In-depth Guide to the latest PNA System 1 - steamsplay.com
Closers In-depth Guide to the latest PNA System 1 - steamsplay.com

A somewhat in-depth guide to the latest PNA system that makes running raids and dungeons even easier than before!
 
 

A Quick Intro and Terms

Mutant PNA is a relatively new system in Closers, providing a significant damage boost to specific enemies as you invest in it.
 
Like the PNA systems before it, this is something that you can passively level up as you’re playing regularly. Whether you simply level it to max, or invest money and materials into levelling the passives it unlocks, the benefits are well worth it to make your dungeon runs smoother!
 
In this guide, I’ll go over how to unlock and level Mutant PNA, what benefits each strain will give you, where you will encounter the different enemy types and more.
 

Quick Terminology

 

  • Physical/Psi/Hybrid – The three damage types a character can fall under.
  • ABC – Shorthand for Aerial, Back, Chase. These are the conditional damage types you can trigger when attacking an enemy depending on your character’s positioning. Some characters can trigger these automatically when using skills, which plays a part in deciding which passives you’ll select for your PNA.
  • Strains – Here, I’m using it to describe one of the 9 damage types you can select and level up using the Mutant PNA system.
  • Mutant Passives – The passives unlocked at level 5, 10, 15 and 20 of each strain. Only one strain is active during a dungeon, so upgrading these passives for one tree won’t have any effect on another.
  • Reconstruction – A feature of Mutant PNA where you can increase the bonus given to you by the Mutant Passives.
  • Penetration – A stat that allows part of your damage to go through enemy defences.

 
 
 

Unlocking Mutant PNA

First, to unlock Mutant PNA, you must reach level 88 and complete the green quest [Doctor’s Crisis]. The quest is located in Planar Gate, begin it by speaking to Bona. It’s a relatively straightforward scenario and as soon as you’ve completed the quest chain and listened to Bona’s explanation, you can now access the Mutant tab in your PNA menu (J key).
 
Please note you need to unlock Mutant PNA for each of your characters, and the progress you make on one character doesn’t carry over to any others. You can only start earning experience for Mutant strains once your PNA Level is 80.
 
 
Closers In-depth Guide to the latest PNA System - Unlocking Mutant PNA - BA98B4B
 
 
 

Mutant PNA Interface

At first glance, this UI is a whole lot of clutter. Let’s break it down quickly.
 
 
Closers In-depth Guide to the latest PNA System - Mutant PNA Interface - 4E2136E
 
 
These are the 9 damage types you can choose to level. I’ll refer to them as ‘Strains’ from now on. By clicking the cog wheel in the upper right, you can click on the ON/OFF button that appears over the icons to quickly activate or deactivate which Strains will automatically apply upon entering a dungeon. For reasons I’ll get into shortly, I recommend just leaving Auto Apply off to begin with.
 
 
Closers In-depth Guide to the latest PNA System - Mutant PNA Interface - 3925066
 
 
The stars here are purely vanity, showing how much you have ‘restructured’ your Mutant Passives.
 
The Mutation Level for each Strain starts at 1, and maxes out at 20.
 
The main stat increases by 5% each time you level the Strain. This means just by reaching level 20, you get a flat 100% damage to each enemy type without any further investment, it makes quite a bit of difference in dungeons!
 
 
Closers In-depth Guide to the latest PNA System - Mutant PNA Interface - 09EBD5B
 
 
And these are your Mutant Passives! Each row unlocks at level 5, 10, 15 and 20 respectively, and you can select one passive from up to 3 that it provides you. I’ll elaborate on these in a further section, but each Strain has it’s own unique passives to choose from and these passives can be further enhanced by Restructuring them.
 
Reset Mutation simply allows you to pick your Mutant passives again.
 
 
 

Enemy Types and Where They’re Encountered

Type Enemies
ANGELIC Red Death (Mock Battle), Mephisto, Area 12 Raids
DEEPSEA Ocean King Asmodeus Raid
DRAGONISH Ancient Dragon History Site/Dragon’s Execution Ground Bosses, Hecatoncheir (Mock Battle)
HUMAN Irina, Wolfgang, Misook, Untouchable, Jina Grace, Omega Knight
INSECTAN Fly King Beelzebub Raid
INFERNAL (Locked) Tindalos, Nitocris (Purification Ops)
IRREGULAR (Locked) David, Hoffmann, Yod (Purification Ops), Various Mobs (Dolls, Monuments, Shadow Charas)
MACHINERY Morax, Gremory Bosses, Machine King Belphegor Raid
WILD (Locked) Alraune, Vitus, Halphas

 
Currently, 3 of the 9 Strains (Infernal, Irregular and Wild) are locked and we can’t level them. The enemies of these types are fairly rare or insignificant at the moment, presumably more will be added in a future update and the strains will be unlocked along with them.
 
 
 

Which should I level first?

What you choose to level first simply depends on what content you will be running most and what stage of the game you are in.
 

  • If you are currently gearing up at the endgame, then Deepsea (Asmodeus) and Human (Busan, Centum City) are the way to go. These will make your regular runs a bit easier.
  • Dragonish and Machinery are also good quality of life as you will be running Tiamat and Gremory dungeons often. Machinery will also become more relevant soon with the addition of the Machine King Belphegor raid.
  • Angelic enemies will become relevant in the next story chapter, however with no ETA of when that’s coming out, it’s usefulness is limited to better scores in Mock Battle.
  • Insectan is probably the least important of the bunch, as you can get gear that outstrips the combat power requirements of the Beelzebub Raid. If you’re still needing to run Beelzebub or you’re running Legion Program then it’s not a bad choice though.

 
 
 

How to Level Mutant PNA

To acquire PNA EXP for mutant PNA, you must first activate a strain. Only one strain can be activated at any time, but you can switch between what strain is active in base area.
 
Closers In-depth Guide to the latest PNA System - How to Level Mutant PNA - 8168D5C
 
 
If you have Auto Apply active on any of them, entering a dungeon with a specific enemy type will automatically activate the relevant strain, with only that strain gaining the PNA Experience from the dungeon.
 
 
This is why, if you’re aiming to level a specific strain, you should keep Auto Apply off, as it means your EXP will be scattered among different strains. The EXP needed for later levels is quite absurd as well, so don’t feel as though you need to rush through levelling each of them and burn yourself out.
 
 
If you are looking to farm PNA EXP, there are a ton of locations to choose from, including;
 

  • Planar Gate Dungeons
  • Gremory Dungeons
  • Purification Ops
  • Dream Theatre/Dream Theatre Reverse
  • Ancient Dragon Historic Site
  • Raid Bosses (Irina/David, Wolfgang/Hoffmann, Misook/Untouchable, Jina/Omega Knight)

 
 
 

How to Restructure Mutant Passives

Any passive you choose from levelling a Mutant strain can now be further enhanced by clicking Restructure Mutation and selecting the passive you want to enhance.
 
Every passive starts at 1% quality and can be increased to 100% strength, 1% at a time.
 
At certain quality levels (20%, 50%, etc) you will obtain extra stats on top of the main stat the passive boosts. Restructuring costs no money itself, but producing the material to level it up does.
 
You can halve the amount of materials consumed in Restructuring by using a Perfect PNA Evolution Kit.
 
 
Closers In-depth Guide to the latest PNA System - How to Restructure Mutant Passives - 6030E25
 
 
Closers In-depth Guide to the latest PNA System - How to Restructure Mutant Passives - A8F6B20
 
 
 

Material Conversion and Overload

There are two ways to obtain the material used to restructure your passives:
 

  • Clear Gremory’s Science Facility to receive it as a drop.
  • Convert your existing PNA materials into the new capsules by clicking ‘Convert Material’ in the top right of the Mutant UI.

 
Closers In-depth Guide to the latest PNA System - Material Conversion and Overload - 2F8CDC6
 
 

Conversion

 
You can convert your old PNA materials into the new one. You can adjust the ratio however you like based on how much of the old materials you have.
 

Overload

 
Every 15 materials you make via Conversion, the Overload level will increase, which increases the amount you need to consume to create the restructuring material, as well as the money required.
 
Overload level automatically resets to Level 1 each day, or you can reset it manually using the Mutation Overload Stabiliseritem.
 

Overload Lv.1 100 Total Materials
Overload Lv.2 300 Total Materials
Overload Lv.3 500 Total Materials
Overload Lv.4 1000 Total Materials

 
 
 

The Strains and Their Passives

UNIVERSAL PASSIVES
 
Here’s the big stat section. You can skip to the next section for a TL;DR.
 
Each strain shares the same passive options for Level 5 and 20, though Level 5’s passive has different reconstruction bonuses depending on the strain. To check the bonuses, simply hover over the passive.
 
Level 5: Phase Impression
 
Damage to [Enemy Type] 10.10% (20% at MAX)
 
Reconstruction Bonus is unique to the strain.
 
Level 20-1: Power Boost
 
Raw Physical/Psi Power 101.00 (200 at MAX)
 
Reconstruction Bonus: Air Damage +10% / Back Damage +10% / Chase Damage +15% (33/66/100%)
 
Level 20-2: Type Boost
 
Damage to [Enemy Type] 50.50% (100% at MAX)
 
Reconstruction Bonus: Damage to Enemy Type +10% / +20% (50/100%)
 

Angelic Passives

 
Level 10: Judgement Angel Physical/Psi/Hybrid
 
Physical/Psi Option – Crit Damage +15.30%, -50% Crit Rate (45% Crit Damage At MAX)
 
Hybrid Option – Physical and Psi Crit Damage +12.20%, -40% Physical and Psi Crit Rate (36% Crit Damage at MAX)
 
Reconstruction Bonus: Respective Crit Rate +10% / +10% (50/100%)
 
Level 15: Great Blessing / Great Grace
 
Flat HP, HP Regen / Flat MP, MP Regen
 
Reconstruction Bonus: 15% Skill Cost Reduction, Flat HP/MP+ (50/100%)
 

Deepsea Passives

 
Level 10: Submarine Steam Air/Back/Chase
 
ABC Crit Damage +10.30%, -50% ABC Defense Penetration (40% Crit Damage at MAX)
 
Reconstruction Bonus: ABC Penetration +10% / +10% (50/100%)
 
Level 15: Deep Sea Blessing: Physical/Psi/Hybrid
 
Physical/Psi Option – Total Physical or Psi Power +1.04% (5% at MAX)
 
Hybrid Option – Total Physical and Psi Power +0.83% (4% at MAX)
 
Reconstruction Bonus: Respective Total Damage +2% / +3% (50/100%)
 

Dragonish

 
Level 10: Dragonic Breath Air/Back/Chase
 
ABC Crit Damage +10.30%, -50% Crit Rate (40% Crit Damage At MAX)
 
Reconstruction Bonus: Respective Crit Rate +10% / +10% (50/100%)
 
Level 15:Dragon Scale/Dragon Horn
 
Flat HP/MP
 
Reconstruction Bonus: Flat HP/MP, Total HP/MP +5% (50/100%)
 

Human

 
Level 10: Mercy Physical/Psi/Hybrid
 
Physical/Psi Option – Total Physical/Psi Power +1.03%, -50% Defense Penetration (4% Power At MAX)
 
Hybrid Option – Physical and Psi Power +0.82%, -40% Physical and Psi Defense Penetration (4% Power at MAX)
 
Reconstruction Bonus: Respective Penetration Rate +10% / +10% (50/100%)
 
Level 15: Evolved Macrophages HP/MP/Phase Force
 
Flat HP/MP/Phase Force Charge Speed
 
This row of passives has an extra buff that applies in battle, giving 1% HP, MP or Phase Force regen per second depending on which you choose.
 

Insectan

 
Level 10: Gnawing Colony Physical/Psi/Hybrid
 
Physical/Psi Option – Total Physical/Psi Power +1.02%, (3% Power At MAX)
 
Hybrid Option – Physical and Psi Power +0.82% (2.40% Power at MAX)
 
Reconstruction Bonus: No Bonus
 
Level 15: Exoskeleton/Brain Evolution
 
Total HP/MP 1.04% (5% at MAX)
 
Reconstruction Bonus: Total HP/MP +2% / +3% (50/100%)
 

Machinery

 
Level 10: Improved Body Reaction/Overload
 
Attack Speed +1.04% (5% at MAX)
 
Overload: Attack Speed +2.08% (10% at MAX), Skill Cooldown/Cost Reduction -50%
 
Reconstruction Bonus (For Overload Only): Skill Cooldown Reduction +10% / Cost Reduction +10% (50/100%)
 
Level 15: Elecromagnetic Field Alpha/Beta
 
Skill Cost/Cooldown Reduction +10.10% (20% at MAX)
 
Reconstruction Bonus: Cooldown/Cost Reduction 10% / 10% (50/100%)

 
 
 

TL;DR on Picking Strain Passives

Long story short, choosing which passive to take per tree is fairly simple and you can pick whichever will make your runs comfortable, or help you to round out your stats.
 

  • In general, for level 20 passives it’s preferable to go for the extra Enemy Type damage.
  • When choosing Air, Back or Chase, I usually just pick whichever conditional the character I’m playing can easily proc with their skills.
  • HP, MP, Phase Power Charge boosts can just be used depending on what you’re comfortable with. I usually prefer HP, however MP is handy if you don’t like spamming potions as frequently and phase power charge can be used to spam your awakening for more MP as well.
  • Be wary of the passives which come with debuffs such as Crit Rate -50%, take them if you can offset the loss of stats without too much trouble. Using Crit Rate as our example, losing that 50% from one area might not be as bad if you have high ABC crit rate to make up for what you lose.
     
     
     
     
     
    Since you can reset your passives at any time, don’t be afraid to switch them around if something isn’t working for you.

 
 
 

Final Notes

Thanks for reading all the way to the end! I hope that this was in some way helpful or informative, and if there are any extra questions or suggestions you have I’ll do my best to answer them.
 
Happy hunting, Closers!
 
 
Closers In-depth Guide to the latest PNA System - Final Notes - 517E624
 
 

Written by Slapspeed

 
 
This is all for Closers In-depth Guide to the latest PNA System hope you enjoy the post. If you believe we forget or we should update the post please let us know via comment, we will try our best to fix how fast is possible! Have a great day!
 


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